/Engine/Plugins/Experimental/MeshModelingToolsetExp/Source/SkeletalMeshModifiers/Public/SkeletonModifier.h
Rename bones
`true_ if the operation succeeded, false otherwise.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skeleton") bool RenameBone ( const [FName](API\Runtime\Core\UObject\FName) InOldBoneName, const [FName](API\Runtime\Core\UObject\FName) InNewBoneName )